Comments

Comment by Sansasyon

Y'Sharrj... This will be awesome

Comment by ED209

This is quite interesting, because while the other scenarios (The Secrets of Ragefire, Blood in the Snow) new to Patch 5.3 explore the events back in Kalimdor and the Eastern Kingdoms, this is a result of the devastation in Pandaria and what Garrosh's loyalists intend to do in the Vale of Eternal Blossoms. They shouldn't have dug deeper...

Comment by wintervictor

I never through Y'Sharrj will be directly under Vale of Eternal Blossoms, so Sha is there for a reason.

Comment by Quilmite

Having stealth and going around to pick up artifacts really speeds up this scenario.

Comment by Gruuby

Anyone stood under the big box at the end? It gives you a debuff called "Heart of Y'Sharrj". Could it litterally be the heart of an Old God?

Comment by masoli78

This one was kind of a bear on heroic, at least for our group. The mechanic is there to use the 4 corner buffs, but we couldn't get a rhythm down well, and also couldn't figure out exactly why sometimes the adds would all die at once. Mage, Druid Heals, Rogue. Pulled boss to corner of the room, and Druid was able to keep aggro on Adds and kite around the room while throwing a swiftmend on us every lap. If we pulled aggro, Vanish or Invis to let the adds go back to the Druid, but quickly cheapshot the boss so he doesn't follow suit. Cheers!

Comment by jetfire158

Echo of Y'Shaarj is the final boss in this scenario. It is kind of tricky on heroic so I thought I'd post a few tips, though I'm not too sure on the specific details so don't quote me on them.

I will start out with the boss himself. He has a couple of abilities to note that I'm not sure of the exact names, but one appears to be a ranged single-target spell that damages and places a 3-minute debuff on the target that reduces healing received by 20%. The other is an AOE that he places on the ground in a cone in front of him (I believe these remain for the rest of the fight). This AOE looks like a purple cloud, do NOT stand in it, it will kill you fairly quickly. Both of these spells are interruptable casts, so interrupt them as much as you can. Finally, once you've whittled his health down to about 75% (don't quote me on the exact number though), he will start to summon Blood of Y'Shaarj.

Now on to these adds. That is when the fight starts to get messy. There will be a lot of adds, but DPS needs to remain focused on the boss, as the adds damage nearby players when they die, and the boss will continue to cast the aforementioned abilities so he still needs to be interrupted as much as possible. In a perfect world, the adds will be kited around the room by a ranged class with a lot of slows/stuns, though it can be done without this so long as people stay away from them, slowing them or stunning them as much as possible.

Last but not least, the orbs.Another thing that happens when the adds come out are the orbs that spawn in the beams located at the four corners of the room. There are two types of orbs: one that applies a healing buff that restores a small amount of health every 3 seconds for 10 seconds (might be 6 seconds though, I'm not sure), and increases damage done by 100% for the same amount of time. The other resets all class cooldowns. It is also green, but it has a slightly aqua-colored hue to it and is sparkly. The key here to watch the buff timer on the heal + DPS increase. One thing I noticed was that a healing orb will respawn at one of the corners as soon as your buff drops off, so you need to make sure that you have the buff up for as long as possible, ideally the entire fight after the orbs start to spawn. The class cooldowns orb is not entirely necessary but it is nice for resetting your stuns/slows/interrupts. The fight becomes very difficult if you do not keep your buff up (that's what kept wiping my group when I did it, anyway), so if there's only one thing you can get on top of throughout the encounter, it needs to be this.

P.S.: You do not need to click the orbs in order to get the buff; just run into them, in case that wasn't immediately obvious.

Comment by Itelletas

True to form on the forced-shapeshift zones, the goblin shape that is pressed onto various races can be removed if your class has a shapeshift of its own... most notably to demo locks, Dark Apotheosis works to put your character back to their normal race with purple wings.

Comment by jetfire158

Echo of Y'Shaarj is the final boss in this scenario. It is kind of tricky on heroic so I thought I'd post a few tips.

I will start out with the boss himself. He has a couple of noteworthy abilities:

Veil of Darkness - This is a ranged spell that will hit all players within 50 yards, placing a 3-minute debuff on all targets that reduces healing received by 20%. This effect stacks as high as 5.

Malevolent Force - This is an AoE that he places on the ground in a cone in front of him (I believe these remain for the rest of the fight). It looks like a purple cloud, do NOT stand in it, it will kill you fairly quickly.

Both of these spells are interruptable casts, so interrupt them as much as you can. Finally, once you've whittled his health down to about 75% (don't quote me on the exact number though), he will start to summon Blood of Y'Shaarj, as well as Mouth of Terror.

Now on to these adds. That is when the fight starts to get messy. There will be a lot of adds, but DPS needs to remain focused on the boss, as the adds explode/damage nearby players when they die, and the boss will continue to cast the aforementioned abilities so he still needs to be interrupted as much as possible. A basic add breakdown:

Blood of Y'Shaarj - These only have 1 special ability, Dark Blood. This deals damage to other nearby adds when the add dies. Mouth of Terror - As per its namesake, casts Howl of Horror, an AoE fear lasting for 5 seconds. However this ability doesn't appear to be ranged, so as long as you are not near them, you shouldn't get feared. And do try not to get feared, because that could result in getting feared into Malevolent Force. This add also has Dark Blood.

The bottom line here? Stay away from the adds, and do not DPS them any more than necessary in order to continue kiting them. Even if ONE add dies, the Dark Blood ability could set off a chain reaction resulting in large numbers of adds dying/exploding, thus killing any players nearby. Now in a perfect world, one person with a lot of slow/stun abilities would be assigned to kiting adds and keeping them off of the other players. However, having a specific person assigned to this isn't completely necessary. It is doable as long as people aren't staying within melee range of the adds for too long.

Last but not least, the orbs.Another thing that happens around the time when the adds come out are the orbs that spawn in the beams located at the four corners of the room. There 3 types of orbs:

Orb of Healing - This applies a buff that will regenerate 10% of the affected player's health every second for 8 seconds. This orb is green and looks like a druid heal.

Orb of Power - This applies a 100% damage increase and lasts for 10 sec. I'm a little foggy on how this one looks, but I think it might actually be invisible because I found that running into one of the beams at the four corners of the room that appeared to be empty caused the buff to be applied. If someone finds that I'm wrong about that, please correct me.

Class Cooldowns - This orb resets all class cooldowns. It looks similar to the Orb of Healing, but has a slightly aqua-colored hue to it and is sparkly.

The orbs of healing and power are vital to the success of this encounter. The class cooldowns orb is not entirely necessary but it is nice for resetting your stuns/slows/interrupts for use on the adds. The key here is to watch the buff timers for the first two orbs, and make sure they don't fall off for too long. The orbs should respawn fast enough for you to be able to keep them up for the entire rest of the fight after they start to appear. The encounter becomes very difficult if you do not keep your buffs up (that's what kept wiping my group when I did it, anyway).

Finally, here's how I did it...The way my group did it is we kited the boss and all adds around the perimeter of the room near the orb spawn points. This made it easier for us to quickly refresh our orb buffs. I found that staying in one spot for too long once the adds have begun to spawn is a quick way to a wipe. So, all in all: kite the adds instead of burning them, maintain orb buffs, interrupt the boss as much as possible, and victory will be yours.

Comment by TGFseb15

Wait a minute...

Doesn't the lore state that Yshaarj was killed by a titan? And sha are his remnants. If he was killed why is his heart around and still functioning then, and more importantly, why is it in a cage and being guarded?

Comment by missles9

This scenario is told from the Goblin perspective. If you are a member of the Alliance running this scenario, you will be turned into a goblin. You are given the buff "Goblin Illusion", similar to the human illusion in the Escape from Durnholde/Old Hillsbrad dungeon in Caverns of Time.

Comment by direpath

Heroic versions require iLvl 480 and a pre-formed group to join.

The timed content awards bonus Valour. There is a hidden timer which will expire if you do not reach the boss in time and engage. Time limit is unknown but it is reasonable. You can wipe a few times and still make it. Once at the boss, you get a visible timer. On Dark Heart of Pandaria it was 3 minutes. I would assume this is the same on all Heroic Scenarios, with the other timer varying based on the length of the scenario.

Comment by Eshmak

Upvote if you, too, saw the goblin melding with the essence of Y'sharrj and growing gigantic and thought, &*!@, this is what Garrosh is going to do in the final fight. Absorb the essence of an Old God and grow huge. Too classic to pass.

Comment by Amidaman

You cannot kill Old Gods.

it has been confirmed that if you actually manage to kill an Old God, it would also result in our world being destroyed.

Comment by drewbster

Probably too late in the patch for anyone to care, but FWIW during the first stage, casters should watch out for Spell Shatter from the elite earth elementals, both Urtharges the Destroyer and Earthborn Hatred, because it's an 8-second lockout from whatever school of magic you were using. I'd never noticed it until I ran this with a mage, and spent half the time fumbling for something to cast.

During the second phase, just run over the supply crates to collect them, don't have to click on anything, and they can be gathered while mounted or stealthed. Lots of them in the vicinity of the starting point.

Inside the mine and during the final (busy) boss fight, Blood of Y'Shaarj will nuke nearby mobs -- and players -- when they die. As mentioned in another comment, this can be useful if the group coordinates well enough to blow up the adds and not themselves, but per what's normal for scenarios, don't expect coordination until after the third wipe or so. From what I've seen so far, "kill boss, don't die" is pretty much the strat here.

A tank is useful in this one, and expect normal version to be tough if you're a fresh 90 and only doing this for the boots.

Comment by maven1979

Strategy: Any group make up works here but self heals/cooldowns are a huge help. A tank is more valuable than a healer here (assuming you go either or). Pet tanks work great, and ranged dps have a big advantage due to nasty snares coupled with aoe abilities. While a healer and tank would be very safe here and actually doable, fights will simply drag on way too long and an offheal dps would be much better.

This is a self control map. Even trash here can kill a good player who is not on their toes so just be cautious and present.

Talk to NPC,

Clear trash until the bar on your screen is empty. Kill Urtharges the Destroyer. More detail: - Why clear trash first? He will call over a lot of the trash during the fight if you do not so you will kill them anyway (or more likely, they will kill you, even if you are a "good player"). Not fun when you are a caster and can't cast anything because of constant spell lockout or melee constantly running away from self destructs and stone rain. Second, after you kill the first boss you have to run around collecting sparklies. Unless you are a stealth class, you will end up killing some of the trash anyway to get to enough sparklies. Remember these scenarios are about efficiency and playing smart gets you the bonus valor, not just dps meters. One wipe can kill your chances.

Collect sparklies More detail: if you have a stealth class they can literally run around and grab the whole map's sparklies in seconds. Other than that, not much to say here. Again I like efficiency. Stick together, kill some trash if you need to get at some sparklies, or send one person off to try and collect some of the easier ones. Just get it done and do it safely. Don't get cocky and pull lots of trash. Very easy to wipe because of snares etc.

Clear Cave until you get to goblin npc to blow up the wall.More Detail: If you have done the Trash between Durumu and Primordius, this is the exact same concept. Go slow but keep moving. Kill one at a time, and keep heals rolling when they start dying. The trick: Skull mark one Blood of Y'Shaarj. Kill it to about 25% then pull any other blobs near it. When it dies, it will instantly kill all mobs nearby. There is some aoe damage, so the trick is don't pull a lot until the marked mob is almost dead and then pull only as much as you can handle in aoe damage when they die. This varies tremendously based on your group make up. You should be making your way to the goblin NPC at the end of the tunnel to open the next part. I like to stop 3 times from start to finish in the cave. If you have a healer, you can go faster (pull more), if not, pull less. This is the hardest part of the scenario.

Final boss: Kill Echo of Y'Sharrj, collect all 4 sparkly orbs in the corners when they spawn (they are worth the effort)More Detail: Blow all cooldowns. Sparklies spawn in 4 corners of the room. They offer dispels, heals, damage buffs and cooldown resets. Assuming they all spawn two to three times, you can cut your fight time down by almost half because of cooldown resets, mass heals, etc. You have two options in this fight. If you have a quality dps group and a bloodlust you can just burn the boss and ignore most of the mechanics, including adds and hope to get him dead before things get out of hand but. If not then you need to play smart and safe - make the effort to get all the orbs when they spawn, kill the adds in the same manner as you did in the cave (burn one to kill the others - use the heal orbs in the corners for big hots to counteract the adds aoe damage when they die) (you can kite them also, but that's usually just a slow and messy wipe - rather just kill them quickly and get back to the boss), interrupt all boss spells, etc. and play it smart and safe. You can still get the bonus with this method if no one dies and you can maintain. reasonable dps on the boss throughout the fight. What wipes you here is aoe from adds, debuffs etc. getting out of hand. All of this is negated (as it was designed to) by the orbs in the corners of the room so use them.

Comment by Bogdanov89

Just to point out that a lot of the spells mobs have are made to instantly kill you and anyone else standing in the various AoE effects.

I have often been hit for 600,000 by various effects like the spikes from the earth, the stone rain and especially the purple AoE during the last boss fight.

Regular elites in this instance are also capable of melee-hitting for 100,000+ damage on a Plate dps character.

Comment by Goodwinn

The MapID of Dark Heart of Pandaria is 937. This is used for any WoW API function that requires a MapID.

For example, to set your current map to Dark Heart of Pandaria you can type:

/run SetMapByID(937)

Comment by dutchick

i get stuck at stage 3, collecting the artifacts.. i dont see any more mobs.. any one else has this problem? i did it at lvl 100 at loremaste lu/fu or whatever he's called.. i killed all mobs and stuck at 16/50. what now? i cant loot the artifacts or click the scroll llike-thingie whatever thats for.

NOTE : LOL solved it, just walk over the crates.. i tried clicking them... and probably accidently walked over a few lol.stay on them till the blue goes away. it counts silently when just grabbing the boxes, u should see it at ur quest if ur doing it the right way. i feel stupid, but then again, ive never had to walk over something to "loot" it.

Comment by Wimbleton

I have done this three times, with varying amounts of time and groups of differing skills. Once was fun and easy, once was confusing but not too difficult and the third one was blindingly quick. No sweat. Today I went in with my 510 Windwalker. Both other members of the group were dead. We rezzed and started. Some mob one-shotted me, then both other players. Rezzed again. We started again and I followed the Mage. Again, a mob one-shotted all three of us. At that point, the Time-Constrained Player ran into the circuit breakers and I bailed and abandoned the quest. Life is too short and even if you're pond scum, your time is worth more than zero.

Putting aside leather & cloth armor and I agree that ilevel 510 is not the same as ilevel 5100, still there doesn't seem to be a good reason why an 85ish mob should one-shot 2 85ish players and one 90. I'm hoping that the event is glitched. The alternative is that it was glitched each of the three times I did it before. Stat has never been my long suit but even I can do the numbers on that. I filed the usual ticket and I'm sure I will get the usual response.

Just be careful and be prepared. Maybe wait until the next patch. They'll get it fixed, right?